Category archives: Troll 5e

Keen Smell. The troll has advantage on Wisdom Perception checks that rely on smell. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. The troll makes three attacks: one with its bite and two with its claws. Born with horrific appetites, trolls eat anything they can catch and devour.

They have no society to speak of, but they do serve as mercenaries to orcs, ogres, ettins, hags, and giants. As payment, trolls demand food and treasure.

Trolls are difficult to control, however, doing as they please even when working with more powerful creatures. Smashing a troll's bones and slashing through its rubbery hide only makes it angry. A troll's wounds close quickly. If the monster loses an arm, a leg, or even its head, those dismembered parts can sometimes act with a life of their own.

A troll can even reattach severed body parts, untroubled by its momentary disability. Only acid and fire can arrest the regenerative properties of a troll's flesh.

The trolls, enraged, will attack individuals making acid and fire attacks against them above all other prey. Troll Freaks. Their regenerative capabilities make trolls especially susceptible to mutation.

Although uncommon, such transformations can result from what the troll has done or what has been done to it. A decapitated troll might grow two heads from the stump of its neck, while a troll that eats a fey creature might gain one or more of that creature's traits. Some trolls have the following trait.

Loathsome Limbs. Whenever the troll takes at least 15 slashing damage at one time, roll a d20 to determine what else happens to it: Nothing else happens. If it dies, so does the severed head. If the troll finishes a short or long rest without reattaching a severed limb or head, the part regrows.

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At that point, the severed part dies. Until then, a severed part acts on the troll's initiative and has its own action and movement. A severed part has AC 13, 10 hit pointsand the troll's Regeneration trait. A severed leg is unable to attack and has a speed of 5 feet. A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll unless the troll can see the arm and its target. Each time the troll loses an arm, it loses a claw attack.

If its head is severed, the troll loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet and the troll's Keen Smell trait. It can make a bite attack but only against a target in its space. The troll's speed is halved if it's missing a leg. If it loses both legs, it falls prone.Since humans and trolls started sharing the world of Trudvang, people have known about the existence of half-trolls.

The circumstances leading up to the birth of a half-troll are many and varied. But, there are also many stories of how humans have been tricked by trolls to help them increase their ranks, and more than on half-troll being born months after a troll raid.

Half-trolls exist in all lands of Trudvang, but they get a very different reception depending on where they live and what kind of troll parentage they have. In the Stormlands, where most things are measured by strength, they can actually find quite a good living, even if they'll never become a jarl. In Mittland and Wastermark they can find places, but not quiet as easily as in the east and the north. Not as big or strong as their larger brethren, they have to make their way through life through wit and trickery.

In the human civilizations they often end up as thieves in the cities, or maybe as a Trickster in a wildfolk tribe. However, they have it far easier taking control among actual trolls.

Being born from a human and a forest troll, they are generally both smarter and stronger than full blooded forest trolls, and many bytings learn to make such a clan do their bidding. There are three distinct type of half-trolls, all with their own characteristics. However, they have some similarities.

In all cases, both ears and nose are often a lot bigger, and often a lot hairier when compared to humans. Their hair often grows quite wild, and many, though definitely not all, have a short, cow-like tail.

5e SRD:Troll

All half-trolls have dark brown or black hair, with their eyes either yellow or brown with yellow dots. The biggest difference between them are the size. Half-trolls use the same naming traditions as the culture they grew up in. If raised by trolls, the probably only have one personal name. Let it be said that no troll would ever think of this in the terms here used. Half-trolls start with the same kind of equipment as the culture they wer raised in.

If raised by trolls, use the Wildfolk starting equipment but smellier.

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You can see in darkness within 60 feet of you as if it were dim light, and in dim light as if it was bright light. The Loremaster can permit you to know how to write or that you speak more languages. You are smaller than most humans and most other half-trollsbut you make up for this in cunning and dexterity. Ability Score Increase — Your Dexterity score increases by 2. Your size is Small.

Cunning Trickster — You gain proficiency in the Deception skill.

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The greyman is the most commonly seen half-troll, being the offspring of a grey troll and a human. Though not necessarily as stupid as their troll half would suggest grey trolls are widely recognized as the least intelligent of all trolls you probably find more work using your strength instead of your wit.

Regardless of their debates, you are the offspring on one. Ability Score Increase — Your Constitution score increases by 1 additional point, and your Strength score increases by 2.

Your size is Medium.Trolls walk upright but hunched forward with sagging shoulders. Their gait is uneven, and when they run, their arms dangle and drag along the ground. For all this seeming awkwardness, trolls are very agile. A typical adult troll stands 9 feet tall and weighs pounds. Females are slightly larger than males. The hair is usually greenish black or iron gray.

Trolls have no fear of death: They launch themselves into combat without hesitation, flailing wildly at the closest opponent. Even when confronted with fire, they try to get around the flames and attack.

Regeneration Ex : Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump. Sign In Don't have an account? Start a Wiki.

Trolls speak Giant. Large size. Darkvision out to 60 feet and low-light vision. Its class skills are Listen and Spot. Natural Weapons : Claw 1d6 and bite 1d6. Special Qualities: Regeneration 5, scent. Automatic Languages : Giant.

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Regeneration : The troll regains 10 Hit Points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn.

The troll dies only if it starts its turn with 0 Hit Points and doesn't Regenerate. Actions Multiattack : The troll makes three attacks: one with its bite and two with its claws. Show Attribute List.The troll is a composite character. You do not select a separate race and class combination. You begin play with one level of the troll class, which also includes all your racial features. You cannot multiclass: when your level increases, you must take a level of the troll class.

This is because your character progression includes your growth and your development as a monster rather than a professional career path. You can make a troll quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Monster background. A monstrous troll which grows more powerful as it increases in size.

troll 5e

Ability Score Increase. Your Constitution score increases by 2 and your Dexterity score increases by 1. Trolls never stop growing and have not been known to die of old age. Trollings average years of age. Disorderly and violent by nature, trolls have strong tendancies towards chaotic alignments and mild tendancies towards evil.

Trollings average 3 feet in height and are bulky for their size, averaging pounds in weight. Your size is Small. Your base walking speed is 25 feet. You also have a climb speed of 25 feet. Keen Smell. You have advantage on Wisdom Perception checks that rely on smell. Superior Darkvision. You can see in dim light and darkness within feet of you as if it were bright light. You can't discern color in darkness, only shades of gray.

Natural Weaponry. You roll 1d6 for the damage of your unarmed strikes, which can inflict slashing damage if you claw or piercing damage if you bite. Once you have used this feature, you can't use it again until you finish a short or long rest.

Troll Toughness. Your hit point maximum increases by 2, and it increases by 2 whenever you gain a level. You can speak and understand Common and Giant. You can use a shield and still gain this benefit. Starting at 2nd level, your ability to instantly regenerate damage from minor wounds and the sheer toughness of your tough hide affords you a limited measure of invulnerability.

You reduce the damage you take from nonmagical bludgeoning, piercing, and slashing damage by 3.

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Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Beginning at 3rd level, whenever you hit a creature with a melee attack and you have at least one hand free, you may make a grapple check as a bonus action.This is an inexcusable oversight on my part. Trolls are great— if you use the Loathsome Limbs variant.

I love this variant because it creates trolls that hark back to my favorite troll combat scene ever, from Three Hearts and Three Lions by Poul Anderson, and because I once ran a solo adventure for a friend in which he and a couple of NPCs had to fight one such troll without ever being told what it was. Such a monster would be an uncomplicated opponent: It would close to melee range immediately, slash and chomp away, and retreat only if seriously injured or attacked with fire or acid.

Not only that, the troll can grab them and reattach them! And the fact that the leg keeps kicking you afterward is both hilarious and horrific. To sever the limb or head of a troll, you have to inflict 15 hp or more of slashing damage.

Even then, half the time, nothing special happens. But the other half of the time, you have a 40 percent chance of cutting off a leg, a 40 percent chance of cutting off an arm and a 20 percent chance of cutting off its head. And every part Regenerates independently, so if you cut a troll apart, it actually recovers faster. Their vulnerability to fire and acid, however, means that such attacks draw their attention.

If its severed head is being burned, the body will stop moving toward it. This fairly simple heuristic creates battles that are far more complex and entertaining than they have any right to be. Edited to add: I forgot to discuss the fact that player characters, once they see a troll reattaching its severed limbs, will surely try to carry off any subsequent limbs they sever.

The limbs fight this! Treat any limb that a PC has picked up as grappled. A leg will try to resist the grapple, using Athletics, rather than Acrobatics, because its Strength is so much higher than its Dexterity.

Great, thanks man! I love the idea of severed limbs fighting back against being carried off.

Half-Troll (Character Creation)

Hope I get a chance to employ it! Question — how might you determine where the limbs or head end up after being chopped off? How far away from the body might they land? They would need to go some distance in order to travel back to the body. Thanks for this — it helped break down the amazing Loathsome Limbs abilities! Cannot wait to try it! Will add a difficulty for the PCs if the fight is in the water!

troll 5e

Whether they have to travel to get back to the troll has more to do with whether the troll is moving around, I think. However, a PC could pick one up and try to abscond with it. Or, as you suggested, it might be carried away by a river current. Makes sense! Thank you for your amazing work on this site. It is so helpful and inspiring — an essential part of session prep for me!

Loathsome Limb Trolls should be able to remove their own limbs. This gives them a ranged weapon. They only need to throw their head or limb into the space of a PC in order to be able to attack. Trolls defending a home might use this tactic, especially if they have a height advantage, knowing their limbs would grow back. First, Ogres and Orcs routinely work with Trolls to gang up on others.

Simply giving a Troll in an out door setting a horn that it can blow to summon an ogre ally and some orcs with ranged weapons, radically changes the game. Even if the PCs win, it gives them a second wave to deal with while licking their own wounds. Secondly, I think the Troll Freaks section warrants some conversation as well.Trolls are one of the few races of Eberron that have been found on all four major continents.

Their origins are unknown. Most trolls live in tribes in the wilderness. In the year YK, towards the end of the Last Warthree hags known as the Daughters of Sora Kell organized the monstrous races of Droaam into a unified nation.

The trolls joined the forces of the Daughters, where they act as an elite guard for the trio. When House Tharashk began recruiting the monstrous races for their services, trolls especially war trolls were among the races to be hired by the Dragonmarked House. Ice trolls have been spotted in the snow-covered mountains of Xen'drik. Scrags are trolls that live under the water. They have the same abilities, except that they are expert swimmers, and their regeneration only works while under the water.

Scrags have been seen in sea caves throughout Khorvaire and Xen'drik, and occasionally work for the sahuagin. In Droaam, most war trolls serve as elite squads under the direct command of the Sora Maenyawhile some have left Droaam to work as mercenaries for House Tharashk. Some war trolls have also ended up working indirectly for the Daughters as members of Daask. Most of the trolls that once roamed the continent of Khorvaire now call Droaam home, where they serve the Daughters of Sora Kell.

Some trolls also call the mountains of the Mror Holds home, where they plague the dwarves and orcs that live there. Trolls are also natives of the other three continents: ArgonnessenSarlonaand Xen'drikwhere they roam free in the wildernesses of those continents.

On Xen'drik, some trolls including some scrags have come under the rule of the green dragon Zartarxis. Trolls are extremely large humanoids with long, ungainly arms and legs. The average troll stands 9 feet tall, and weighs pounds. Their arms end in wide, powerful hands with sharpened claws.

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Their hide is thick and rubbery, and is usually found in colors of green and gray. They have an abundance of thick, ropy hair. They have a tendency to walk hunched over, with an uneven gait. Trolls are not very intelligent, and hunger drives most of their motivation. Because of their regeneration, they have no fear of death, and will attack with wild abandon.

Trolls are brutes with superhuman strength. They prefer to fight using this strength to their advantage. They will often fight with weapons, such as greatclubs, though they are also known to rend their opponents in half with their massive clawed hands. The trolls' greatest asset is their ability to regenerate damage.

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Trolls are known to regenerate at an astounding rate, and are capable of growing back whole limbs during a fight. Each species of troll has at least one damage type by which it does not regenerate: for most trolls, this is fire and acid. Trolls also have an enhanced sense of smell, and possess both low-light vision and darkvision. Sign In Don't have an account? Start a Wiki. Do you like this video? The huge, monstrous trolls have been around for ages, natives to all of the continents of Eberron.

The trolls of Khorvaire have been forced from most areas by the civilized races. Most of them have fled to Droaamwhere they serve as elite guards for the Daughters of Sora Kell.

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